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The

Summoner

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Summoner
With a deep breath, she exhales, letting go of her fatigue.
This is the moment she has been waiting for, when all
hope seems lost she lifts up her head and draws forth an
incredible power. The ground below begins to tremble
and from beneath them, a behemoth steps forward,
loose from its tether to vanquish the overwhelming
threat.
The elf knew he must do something to save his
captured companions from the imp coalition. He looks to
the heavens for help, calling forth a beacon of hope. A
winged angel descends ready to smite the wicked beings
where they stand.
A tiefling laughs maniacally as she pulls forth a great
demon from the plane of hades. The ogre begins to
cower in the presence of such might. This demon could
destroy the pathetic creature with a single swing.
A summoner’s power comes from beyond the
material planes, and thus they can draw forth powers
like no other. They are dangerous opponents, but worthy
companions, whether they may be influenced by the
forces of good, or the forces of evil.

CLASS FEATURES Equipment


As a summoner you have the following class features You start with the following equipment, in addition
to the equipment granted by your background:
Hit Points
● (a) any simple weapon or (b) a lance
Hit Dice: 1d6 per Summoner Level
● (a) scale mail, (b) leather armor and a
Hit Points at 1st Level: 6+your Constitution modifier
shield
Hit Points at Higher Levels: 1d6 (or 4) + your
● (a) an explorer’s pack, (b) a priest's pack,
Constitution Modifier per summoner level after 1st
or (c) a scholar’s pack
● An Arcane focus
Proficiencies
Armor: Light Armor, Medium Armor, Shields
Weapons: All Simple Weapons, Lance, Shortsword
Tools: One set of artisan tools

Saving Throws: Wisdom, Charisma


Skills: Choose two from Animal Handling, Arcana,
History, Insight, Perception, Religion, Survival

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Level Proficiency Features Summon
Bonus Creatures

1 +2 Spellcasting –

2 +2 Summon Beast, Summoner Influence 1

3 +2 –– 2

4 +2 Ability Score Improvement 2

5 +3 –– 2

6 +3 Summoner Influence Feature 2

7 +3 Summoner’s Ritual 2

8 +3 Ability Score Improvement 2

9 +4 –– 2

10 +4 Summoner Influence Feature 2

11 +4 –– 3

12 +4 Summon Beast Improvement, 3


Ability Score Improvement

13 +5 –– 3

14 +5 Ability Score Improvement 3

15 +5 –– 3

16 +5 Summoner Influence Feature 3

17 +6 –– 4

18 +6 Ability Score Improvement 4

19 +6 –– 4

20 +6 Otherworld Bond 4

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Spellcasting . Ritual Casting
Your understanding of the arcane arts gives you the You can cast a summoner spell as a ritual if that spell
ability to tap into a source of power with which you cast has the ritual tag and you have the spell prepared.
your spells.
Spellcasting Focus
Cantrips You can use an arcane focus as a spellcasting focus for
At 1st level you learn two cantrips of your choice from your summoner spells.
the summoner spell list listed below.
Summoner Influence .
Preparing and Casting Spells
When you reach 2nd level you choose a divine influence
The Summoner Spellcasting table shows how many
with which you get your summoning ability. Your
spell slots you have to cast your spells of 1st level and
spellcasting modifier is dependant upon the influence
higher. To cast one of these spells, you must expend a
you choose: The Blessed, or The Condemned, each of
slot of the spell’s level or higher. You regain all
which is detailed at the end of the class description,
expended spell slots when you finish a long rest.
Your choice grants you features at 2nd level and again
You prepare the list of druid spells that are available
at 6th, 10th, and 16th level.
for you to cast, choosing from the druid spell list. When
you do so, choose a number of druid spells equal to your
Wisdom or Charisma modifier + your druid level
Summon Creature .
(minimum of one) The spells must be of a levei for Beginning at 2nd level you call upon an otherworldly
which you force, asking for help in combat. You may use your
have spell slots. action to summon a creature within your summoner
For example, if you are a 3rd-level summoner, you influence, and within your summon pool (described later
have four 1st-level and two 2nd-level spell slots, With a in this section). You can use this feature a number of
Wisdom of 16, your list of prepared spells can include times listed in the summon creature column of the
six spells of 1st ar 2nd level, in any combination. If you Summoner table. You regain expended uses when you
prepare the lst.level spell cure wounds, you can cast it finish a short or long rest. This creature takes your
using a 1st-level a 2nd-level slot. Casting the spell initiative and is controlled by you.
doesn't remove it from your list of prepared spells, The creature you summon in your Influence must have
a challenge rating as high as your summoner level
Spellcasting Ability divided by 3, rounded down.
Wisdom or Charisma is your spellcasting ability for When you reach 12th level in this class you can
your summoner spells. You use your Wisdom or summon a creature with a challenge rating as high as
Charisma whenever a spell refers to your spellcasting your summoner level divided by 2, rounded down.
ability. In addition, you use your Wisdom or Charisma This creature remains for a number of hours equal to
modifier when setting the saving throw DC for a your summoner level, until the creature’s hit points are
summoner spell you cast and when making an attack reduced to 0, your hit points are reduced to 0, or you
roll with one. choose to dismiss them with a bonus action.

Spell save DC = 8 + your proficiency bonus + your


Wisdom or Charisma modifier
Spell attack modifier = your proficiency bonus + your
Wisdom or Charisma modifier

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Ability Score Improvemen . Summons of the Blessed
When you reach 4th level, and again at 8th, 12th, 14th, When you choose this influence at 2nd level choose 5
and 18th level, you can increase one ability score of creatures to create a summon pool. These creatures can
your choice by 2, or you can increase two ability scores be good aligned Celestial, Fey, Plant, or Dragon, or any
of your choice by 1. As normal, you can't increase an unaligned creature.
ability score above 20 using this feature. Whenever you gain a new level in this class, you may
choose to replace any number of creatures in your
Summoner’s Ritual . summon pool with a new creature.
At 7th level you have attuned to your otherworldly
influence enough that you can summon a creature Simple Summon
through ritual technique. Starting at 6th level, your bond with the positive planes
You can spend one hour to summon any creature has strengthened letting you become more attuned with
available in your influence, and with a challenge rating it’s creatures. When you summon a creature from your
of your summoner level divided by 4 rounded down. summon pool, you can summon the creature using a
This creature lasts for one hour. bonus action, instead of an action.
You may only summon one creature per turn.
Otherworld Bond .
When you reach 20th level, you have a commanding Divine Tether
connection with your summoner influence. Your Beginning at 10th level, when you summon a creature
summoned creatures no longer withdraw to their plane from your summon pool you gain the creature’s
of existence when you fall unconscious. resistances while they are summoned.

Summon Guardian
SUMMONER INFLUENCE At 16th level, you have a much deeper connection with
A summoner must make an arcane agreement with a the positive planes and have a holy bond with its rulers.
greater being from another plane in order to be granted Once per day, when you are the target of an attack, you
the power to summon forth creatures of great might can use your reaction to instantaneously change places
and power. Often these beings seek some form of with one of your summons, this does not provoke an
adoration or service from those who they assist, though attack of opportunity.
they may not be god, or godlike beings. The type of At level 16 you may also use 4 summons so you can
creature that can be summoned depends upon the instead summon a Solar (see Monster Manual).
influence you choose.
The Condemned .
The Blessed . Denizens of the lower planes epitomize the dark and
Often considered divine, and good beings, The Blessed oppressive nature in living beings. They lack
reside in the positive planes, those of Elysium, Mt. compassion, and are ruled by malevolent masters. Some
Celestia, Ysgard, and others. These beings are openly accept the power that comes with their
altruistic, and have a respect for the lives of all beings. influence, but some are influenced by the Condemned
This influence is built on trust and understanding without their knowledge, and against their will.
between you and the Blessed. You must use Charisma as your spellcasting ability,
You must use Wisdom as your spellcasting ability, and your Charisma modifier when setting the saving
and your Wisdom modifier when setting the saving throw DC for a summoner spell you cast and when
throw DC for a summoner spell you cast and when making an attack roll with one.
making an attack roll with one.

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Summons of the Condemned Summoner 3rd Level
When you choose this influence at 2nd level choose 5 Counterspell
creatures to create a summon pool. These creatures Spells Conjure Animals
can be evil aligned Aberration, Fiend, Monstrosity, Daylight
Undead, or Dragon or any neutrally aligned creature. Cantrips (0 Level) Fear
Blade Ward Feign Death
Whenever you gain a new level in this class, you
Dancing Lights Fireball
may choose to replace any number of creatures in your
Chill Touch Haste
summon pool with a new creature. Lightning Bolt
Guidance
Mending Major Image
Summoner’s Deal Minor Illusion Mass Healing Word
When you reach 6th level, you can use your Prestidigitation Plant Growth
Ray of Frost Remove Curse
spellcasting ability to empower your summoned
Resistance Revivify
creatures. You may sacrifice spell slots for summoner
Sacred Flame Slow
points. You get one summoner point for each spell
Shocking Grasp
level you sacrifice. You lose these points when you 4th Level
take a long rest, or when your spells are replenished. 1st Level Compulsion
You can use your use your summoner points for the Animal Friendship Confusion
following abilities: Burning Hands Dominate Beast
● 1 Point - Your summoned creature lasts for 2 Cure Wounds Fire Shield
extra hours Disguise Self Freedom of Movement
Detect Magic Giant Insect
● 2 Points - Give any summoned creature
Ensnaring Strike Greater Invisibility
advantage on a single ability check, or saving
Healing Word Ice Storm
throw. Locate Creature
Mage Armor
● 3 Points - You can increase your summoned Magic Missile Stone Skin
creature's AC by one point, or increase its spell Shield Staggering Smite
save DC by two until the beginning of your Silent Image
next turn. Sleep 5th Level
● 5 Points - You regain one expended summon Thunderwave Animate Objects
Awaken
creature
2nd Level Conjure Elemental
Beast Sense Creation
Ethereal Chains Calm Emotions Dominate Person
Beginning at 10th level, you can trade one of your Darkness Greater Restoration
summons to give yourself the AC, the movement Darkvision Hold Monster
speed, and the Actions of one of your summon Enhance Ability Insect Plague
Enlarge/Reduce Mass Cure Wounds
creatures.This lasts as long as your summon would
Flaming Sphere Raise Dead
normally last.
Gentle Repose
Hold Person
6th Level
Dual Form Invisibility Conjure Fey
At 16th level, you can now use your summoner points Lesser Restoration Chain Lightning
Mirror Image Disintegrate
to summon stronger creatures. You can now use you 5
Misty Step Forbiddance
summoner points to increase the maximum CR of your
Pass Without a Trace Globe of Invulnerability
summoned creature by one (for example a level 18 Heal
Silence
summoner using 10 summoner points could summon a Heroes Feast
Shatter
CR 11 creature).
Spider Climb Sunbeam
True Seeing 6
Summoner Spellcasting
Summoner Cantrips Spells 1st 2nd 3rd 4th 5th 6th
Level Known Known

1 2 3 2 - - - - -

2 2 4 3 - - - - -

3 2 4 3 - - - - -

4 2 5 3 2 - - - -

5 2 5 3 2 - - - -

6 3 6 4 2 - - - -

7 3 6 4 2 2 - - -

8 3 7 4 3 2 - - -

9 3 8 4 3 2 - - -

10 3 9 4 3 2 - - -

11 3 10 4 3 2 1 - -

12 3 11 4 3 2 2 - -

13 4 12 4 3 3 2 - -

14 4 13 5 4 3 3 - -

15 4 14 5 4 3 3 - -

16 4 14 5 4 3 3 - -

17 4 14 5 4 3 3 1 -

18 4 15 5 4 3 3 1 -

19 4 15 5 4 3 3 2 1

20 4 15 5 4 3 3 2 1

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Blue Puma Productions

Copyright 2016
Morgan Szymanski
Atlanta, GA

All material and rights are in cooperation with Dungeons &


Dragon©, and Wizards of the Coast© 2016

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